I released this demo a while ago with a normal demo of the same map. I guess nobody watched it though. Something really weird happens on the lift. See if you can figure out what happened. The map is megaw2.wad map 01 btw.

Paska said:
I wonder if one could go through walls straight to exit with that kind of trick.

Unlikely to be useful except in very special circumstances. It's actually quite difficult to exit most maps as a live zombie ghost. As a dead one you'd need an "damage/exit if health <10%" sector nearby. Ghost players can't use teleporters or teleport-style exits, and you can't press switches if you're dead.

It would probably need a mapper to set things up deliberately to make it feasible. (Hint, hint!)

The line you are shooting has a sky ceiling on it's back sector. When a missile hits the upper part of a line with sky on it's back sector it will vanish (so rockets / plasma don't explode when you shoot them into the sky). The line really should be facing the other way (so that the sky ceiling is on the front side).

Okay, just to watch this one might not be odd, and please let me know if it works, but here's the story:

I've been playing through Scythe on YouTube of late, and was about to upload a demo of MAP06 in 1:18. Strange thing happened: the demo just... y'know, desynced. I thought, "Odd, but I can pull it off again." Now, I've never had a desync issue on this map. EVERY demo played back fine, no matter what the time. I've gotten at least 1:21, 1:25, 1:33, etc. with no problems. Then I had another 1:18, so I thought I'd go ahead an upload again.

Same problem popped up. So, can anyone explain to me what in the world is going on that cause 1:18 demos to desync. All of the demos on DSDA have worked for me, so it's not an issue with my WAD.

from prB+ stdout.txt:
Playing demo D:\Doom\sc06dsnc.lmp
<...>
G_DoPlayDemo: playing demo with Current PrBoom compatibility

The so-called "Current PrBoom compatibility" (aka default_compatibility_level -1 in prB+ config or -complevel 17 on command line) is there just for working around specific problems on specific maps and for development purposes. Most of the time the standard complevels (2, 3, 4 and 9) should be used instead. In your case -complevel 2 must be added to the command line or default_compatibility_level changed to 2 in the config for that to work.

Apart from the fact that Scythe is not a Boom or MBF WAD, vanilla-format demos are a lot easier to troubleshoot since they don't use any of the numerous compat options found in "Current PrBoom compat".

Memfis said:
Cool. I guess it happens because the corpses are still solid for a short period of time.

Cool demos, guys!

In this demo I get an all-ghosts glitch in the very first seconds of the level. I had no BFG and only a few monsters were active. I'm completeley unable to explain this since I've played this level a ton of times and this never happened again.

blob, an Archie can even commit suicide with his attack thanks to splash damage, if he is weak enough. Archie's attack is divided in two parts, one being a plain 20 damage and the other part being up to 70 of splash damage (which can make him suicide).

Here is what Doom Wiki says:

Doom Wiki saysThe arch-vile's attack inflicts a base 20 points of damage, plus up to 70 additional points of blast damage. The blast damage against immobile targets is often around 63 or 67 points, as the center of the attack is not normally placed at the center of the target.

Now I want to see who can explain what happened in my ng09-heh demo. D:

there are three dolls in ng09 and during the zombification thing 962 takes damage and its health goes to 72. i haven't checked it closer, but could it have been a manco fireball that clipped through walls?

i had a similar experience in pl2 map28, also with a cloistered doll, and jario played with -fast, so fireball clipping would be even more common for him, so i wager his "without any voodoo interaction" statement is false. :)